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Small businesses in magic items
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<blockquote data-quote="Imp" data-source="post: 3653335" data-attributes="member: 40094"><p>I do <em>not</em> like super-convenient magic-marts in my setting, at least as far as permanent equipment goes, and don't care to argue the point. So to answer the question:</p><p></p><p>The way I handle it is, I make sure to introduce the party to someone who either would buy magical loot or knows someone who would by the time they get to the point where they'd be selling it. It's not that hard, it's usually a contact they've established by third level. I may play out the first such exchange to give them an idea of what it's like, and any subsequent exchanges that happen to be interesting or where time is an issue. The contact will either be an aristocrat, an alchemist, an underworld type, or a member of the world's very powerful and secretive archmage cabal, usually. Various possibilities but if the adventurers alienate <em>all</em> their powerful potential friends they do stuff for they are doing something wrong. Since there can be a lot of downtime (game years, possibly) between sessions there are opportunities to handwave some magic-buying, though as with found items I reserve the right to make commissioned items have properties that aren't exactly by the book. Limited-use items (potions, scrolls, wands, etc) are prevalent and permanent ones are not, so for potions, there really <em>are</em> "small businesses in magic items".</p><p></p><p>There are other ways I've beefed up the characters to counterbalance permanent-magic stinginess at low levels, so I'm not out to just punish players.</p><p></p><p>And by the time gear really starts to become an issue, the characters are pushing at the limits of the main setting, and are ready to break free to the planes beyond, where things open up a bit, and somewhere out in the multiverse if they ever get to 16th level they may well find some honest-to-goodness magic shops with glowing swords on the rack. By then they are near-deific heroes!</p></blockquote><p></p>
[QUOTE="Imp, post: 3653335, member: 40094"] I do [i]not[/i] like super-convenient magic-marts in my setting, at least as far as permanent equipment goes, and don't care to argue the point. So to answer the question: The way I handle it is, I make sure to introduce the party to someone who either would buy magical loot or knows someone who would by the time they get to the point where they'd be selling it. It's not that hard, it's usually a contact they've established by third level. I may play out the first such exchange to give them an idea of what it's like, and any subsequent exchanges that happen to be interesting or where time is an issue. The contact will either be an aristocrat, an alchemist, an underworld type, or a member of the world's very powerful and secretive archmage cabal, usually. Various possibilities but if the adventurers alienate [i]all[/i] their powerful potential friends they do stuff for they are doing something wrong. Since there can be a lot of downtime (game years, possibly) between sessions there are opportunities to handwave some magic-buying, though as with found items I reserve the right to make commissioned items have properties that aren't exactly by the book. Limited-use items (potions, scrolls, wands, etc) are prevalent and permanent ones are not, so for potions, there really [i]are[/i] "small businesses in magic items". There are other ways I've beefed up the characters to counterbalance permanent-magic stinginess at low levels, so I'm not out to just punish players. And by the time gear really starts to become an issue, the characters are pushing at the limits of the main setting, and are ready to break free to the planes beyond, where things open up a bit, and somewhere out in the multiverse if they ever get to 16th level they may well find some honest-to-goodness magic shops with glowing swords on the rack. By then they are near-deific heroes! [/QUOTE]
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